无脊椎
发表于 2025-3-26 21:27:47
https://doi.org/10.1007/978-1-349-01008-0t and engagement, capturing the interest of the learners to help them learn more. Hence, gamification, the process of defining the game elements that motivate and intrigue the interest of the students and applying these elements into a nongame context (learning) to influence behavior, is also a part of the discussion in this chapter.
沉思的鱼
发表于 2025-3-27 03:30:45
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jaunty
发表于 2025-3-27 09:10:10
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替代品
发表于 2025-3-27 10:32:41
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向外供接触
发表于 2025-3-27 14:13:16
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NEEDY
发表于 2025-3-27 18:39:35
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pulmonary
发表于 2025-3-27 23:39:56
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Immunotherapy
发表于 2025-3-28 03:23:54
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宏伟
发表于 2025-3-28 06:46:10
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逃避现实
发表于 2025-3-28 12:39:32
Timings in Games and Gamification,ation projects stimulate creative thinking, best shots on timings, smart decision-making, and quick outcomes. This chapter discusses the timings in games and gamification, the related theories, factors, implications, outcomes, and advantages.